Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Arcane Blade |
Level / Exp | 29 / 77% |
Size | medium |
Lifes / Deaths | Killed by Glevea the orc warrior at level 24 on the 35th Haze 122nd year of Ascendancy at 02:44 / 2Killed by Frank Zappa at level 29 on the 15th Regrowth 123rd year of Ascendancy at 12:13 |
Primary Stats
Strength | 28 (base 14) |
Dexterity | 20 (base 10) |
Constitution | 15 (base 10) |
Magic | 71 (base 60) |
Willpower | 16 (base 10) |
Cunning | 67 (base 55) |
Resources
Life | -123/924 |
Mana | 159/398 |
Stamina | 120/199 |
Steam | 100/100 |
Healing Factor | 1.4560311219418 |
Regeneration | 17.836381243786 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 41.112965056944 |
See Invisible | 41.112965056944 |
Offense: Mainhand
Damage | 44 |
Accuracy | 45 |
Crit Chance | 28% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +55% |
Acid | +13% |
Mind | +6% |
Blight | +24% |
Arcane | +6% |
Fire | +30% |
All | 0% |
Offense: Damage Penetration
Blight | +40% |
Lightning | +35% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 22.5 (43.579428603723%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 7 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 36 |
Defense: Resistances
Nature | + 6%( 70%) |
Acid | + 26%( 70%) |
Light | + 3%( 70%) |
Lightning | + 25%( 70%) |
Cold | + 12%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Silence Resistance | 30% |
Stun Resistance | 22% |
Poison Resistance | 20% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 210.41 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 42 power out of 15/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Hanesus the alchemist's lamp Hanesus the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Mind.crit +7% Crit.mult +13.00% Phys.pwr +7 (+4 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +9 (+3 eff.) Res.pen +15% blight Phasing +20% ----- def ----- Mind.save +7 (+3 eff.) Max.HP +57.00 ---------- misc Max.mana +100.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Tarrodor the hardened leather hat (0 def, 3 armour) Tarrodor the hardened leather hat (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +21% fire Spell.save +6 (+3 eff.) Max.HP +70.00 Heal.mod +13% Silence- +30% A hat made of leather. Very stylish. |
Tool | Dritolin the Lightbringer (dig speed 30 turns) =perfect strike= Dritolin the Lightbringer (dig speed 30 turns) =perfect strike=3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Wil dps ---------- Dmg.mod +12% blight Apr +7 ----- def ----- Resists +3% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 4.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Sleethack Sleethack0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Phys.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% cold Die.at -60.00 life Max.HP +62.00 HP.reg +10.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | Freezeedge =5 str= Freezeedge =5 str=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +13% acid ----- def ----- Resists +26% acid +6% cold Phys.save +9 (+5 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Ivesenor (150% power, 6 apr, lightning element) Ivesenor (150% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +15.00% Spell.pwr +18 (+5 eff.) S.pwr/crit +2 Dmg.mod +12% blight +40% lightning Res.pen +25% blight Melee Ret 2 arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Charslice (0 def, 1 armour) Charslice (0 def, 1 armour) 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% lightning +30% fire Res.pen +25% darkness +10% lightning Acc +12 (+4 eff.) ----- def ----- Armour +1 Disarm- +80% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 89% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | steel mail armour of Eyal (2 def, 12 armour) steel mail armour of Eyal (2 def, 12 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Crit.chn- 21.00% Max.HP +27.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Cloak | linen cloak 'Manudrahor' (1 def, 0 armour) linen cloak 'Manudrahor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning Max.HP +90.00 Heal.mod +5% Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Shimmerscar Shimmerscar0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +4 Con dps ---------- Dmg.mod +6% arcane Res.pen +25% lightning Acc +11 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +19% lightning +5% arcane Unseen.red 12% Stun/Frz- +22% Amulets make your neck look great! |
Inventory
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell 3 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge 2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Shocktouch Shocktouch0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +7 Dex +3 Wil +2 Cun +4 Con dps ---------- Dmg.mod +21% acid ----- def ----- Resists +30% lightning Stun/Frz- +27% Amulets make your neck look great! |
Emelabreth =4 str= Emelabreth =4 str=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +6% fire +9% mind +3% nature Disarm- +20% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
Adumina the Kindlepassion =25% silence= Adumina the Kindlepassion =25% silence=0.1 T2 ring jewelry [Rare] Arcane While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +15% blight +9% light +6% darkness Poison- +10% Silence- +25% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
gold quartz ring =30 stun= gold quartz ring =30 stun=0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 10 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 12% chance to reduce all saves and defense by 26 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 17 physical Ranged+ 5 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 13% chance to reduce all saves and defense by 26 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Chillpeal (111% power, 3 apr, darkness element) Chillpeal (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +5 Mag +5 Wil dps ---------- Spell.crit +11% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +18% cold ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elenoregen the Rimespar (111% power, 3 apr, arcane element) Elenoregen the Rimespar (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane +9% temporal Res.pen +25% arcane +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% cold Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of massacre (158% power, 2 apr) dwarven-steel battleaxe of massacre (158% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 158% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
deep-steel trident (135% power, 10 apr) deep-steel trident (135% power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 135% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Mayyreth (119% power, 3 apr) =2 str= Mayyreth (119% power, 3 apr) =2 str=3.0 T2 longsword 1H weapon [Random Unique] Arcane/Nature Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +2 Str +5 Wil +6 Con ----- def ----- Max.HP +15.00 ---------- misc Stam/turn +3.00 Sharp, long, and deadly. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 37.63 arcane and 35.50 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Halelin the steel waraxe (113% power, 5 apr) Halelin the steel waraxe (113% power, 5 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Phys.pwr +15 (+8 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +25 (+12 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
gifted thorny mindstar of balance (96% power, 24 apr, mind damage) gifted thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+4 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of gales (94% power, 24 apr, mind damage) thorny mindstar of gales (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning +6% cold +7% physical ----- def ----- Defense +22 (+11 eff.) Pinning- +21% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of gales (94% power, 24 apr, mind damage) thorny mindstar of gales (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +8% lightning +4% cold +8% physical ----- def ----- Defense +9 (+5 eff.) Pinning- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nerodata the Rimewish (132% power, 0 apr) Nerodata the Rimewish (132% power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 132% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Melee+ +14 nature Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 26 On Melee Ret: * 15% chance to reduce all saves and defense by 26 ----- def ----- Armour +8 Defense +6 (+3 eff.) Fatigue +8% Resists +6% cold Mind.save +6 (+3 eff.) Die.at -60.00 life Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of the stars (65% power, 0 apr) dwarven-steel steamsaw of the stars (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +12% light +10% darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +10% light +10% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
yew longbow of lightning yew longbow of lightning4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning While equipped: dps ---------- Dmg.mod +18% lightning Longbows are used to shoot arrows at your foes. |
quiver of yew arrows of grasping (15/15, 144% power, 10 apr) quiver of yew arrows of grasping (15/15, 144% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Nature Power 144% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Balirion the Charnail (0 def, 4 armour, 37.5 block) Balirion the Charnail (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire Res.pen +25% arcane +10% fire On Melee Ret: * 13% chance to reduce armor by 38% ----- def ----- Armour +4 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
stormwoven woollen robe (0 def, 0 armour) =5 str= stormwoven woollen robe (0 def, 0 armour) =5 str=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +8% physical +5% cold ----- def ----- Resists +7% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of life (0 def, 0 armour) slimy cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 3% chance to slow global speed by 53% * 5 arcane resource burn ----- def ----- Resists +6% blight +11% all Max.HP +49.00 HP.reg +2.20 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of implacability (3 def, 14 armour) dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +6% Phys.save +7 (+4 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel plate armour of lightning resistance (0 def, 11 armour) rejuvenating dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning HP.reg +3.30 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
rough leather belt 'Tundrafame' =3 str= rough leather belt 'Tundrafame' =3 str=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Cun +1 Con dps ---------- Res.pen +25% cold ----- def ----- Resists +6% lightning +6% temporal ---------- misc Infravis +1 A belt that goes around your waist. |
Shimmerravage (1 def, 0 armour) =2 str= Shimmerravage (1 def, 0 armour) =2 str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% lightning +12% cold Res.pen +5% darkness +5% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of iron boots of rushing (0 def, 3 armour) =2 str= traveler's pair of iron boots of rushing (0 def, 3 armour) =2 str=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Rush: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomvein (10 def, 4 armour) Gloomvein (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex dps ---------- Melee Ret 10 darkness ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +3% Resists +18% lightning +6% fire +2% physical Spell.save +9 (+5 eff.) Cut- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerigatha the Shimmerworth (0 def, 4 armour) Nerigatha the Shimmerworth (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +30% lightning Melee Ret 8 lightning 4 cold ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +9% cold Rush: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Loamdream' (0 def, 1 armour) =2 str= iron gauntlets 'Loamdream' (0 def, 1 armour) =2 str=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +9% nature Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning Unarmed combat: Power 111% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Ichorborn the hardened leather hat (0 def, 3 armour) Ichorborn the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Dmg.mod +15% temporal +3% nature +15% cold On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +6% cold +6% temporal Mind.save +9 (+4 eff.) ---------- misc Light +2 A hat made of leather. Very stylish. |
Zanugrim the Strikebender (0 def, 6 armour) =25 ligtning pen= Zanugrim the Strikebender (0 def, 6 armour) =25 ligtning pen=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +25% lightning ----- def ----- Armour +6 Fatigue +3% Resists +6% acid +9% cold ---------- misc Infravis +2 A hat made of leather. Very stylish. |
iron helm of the bounder (0 def, 3 armour) =6 str= iron helm of the bounder (0 def, 3 armour) =6 str=3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 79.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flowermortal the dwarven-steel helm (0 def, 4 armour) Flowermortal the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +21% nature +18% mind Apr +6 Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Fatigue +4% Resists +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Duvesin' (20 def, 4 armour) =10 stun= dwarven-steel helm 'Duvesin' (20 def, 4 armour) =10 stun=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +4 Defense +20 (+10 eff.) Fatigue +4% Resists +8% blight +3% light +9% mind Mind.save +8 (+4 eff.) HP.reg +2.00 Blind- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
389 alchemist agate 389 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Noonmortal the brass lantern =2 str= Noonmortal the brass lantern =2 str=2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Apr +1 Melee Ret 2 cold ----- def ----- Die.at -40.00 life ---------- misc Light +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 158.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 158.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Coalbraze the iron pickaxe (dig speed 37 turns) =3 str= Coalbraze the iron pickaxe (dig speed 37 turns) =3 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Mag +2 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Fatigue -5% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fulalin the Treeking (dig speed 18 turns) Fulalin the Treeking (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Crit.mult +20.00% Apr +5 Melee Ret 8 nature ----- def ----- Resists +9% acid Max.HP +24.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sparktrail (dig speed 21 turns) Sparktrail (dig speed 21 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Mov.spd +10% Dmg.mod +18% lightning +6% physical ----- def ----- Armour +6 Resists +5% arcane +3% fire Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of mindblast 'Islyda' [power 110] (18/13 cooldown) iron torque of mindblast 'Islyda' [power 110] (18/13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Resists +3% light Cut- +20% ---------- misc Light +2 Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 3] (18/21 cooldown) dwarven-steel torque of clear mind [power 3] (18/21 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered elm wand of lightning storm [power 164] (18/18 cooldown) overpowered elm wand of lightning storm [power 164] (18/18 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (254 total damage) Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Frank Zappa the Doomelf Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 07:49 see stats
By Frank Zappa the Doomelf Arcane Blade level 24
33rd Haze 122nd year of Ascendancy at 23:45 see stats
By Frank Zappa the Doomelf Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 08:07 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 07:47 see stats
By Frank Zappa the Doomelf Arcane Blade level 20
67th Dusk 122nd year of Ascendancy at 23:53 see stats
By Frank Zappa the Doomelf Arcane Blade level 29
7th Allure 123rd year of Ascendancy at 22:15 see stats
By Frank Zappa the Doomelf Arcane Blade level 27
50th Haze 122nd year of Ascendancy at 12:38 see stats
By Frank Zappa the Doomelf Arcane Blade level 20
5th Haze 122nd year of Ascendancy at 20:07 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
10th Dusk 122nd year of Ascendancy at 11:58 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
12nd Dusk 122nd year of Ascendancy at 01:41 see stats
By Frank Zappa the Doomelf Arcane Blade level 23
15th Haze 122nd year of Ascendancy at 23:07 see stats
By Frank Zappa the Doomelf Arcane Blade level 15
44th Dusk 122nd year of Ascendancy at 21:14 see stats
By Frank Zappa the Doomelf Arcane Blade level 24
35th Haze 122nd year of Ascendancy at 02:44 see stats
Log
LIFE LOST WARNING!
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Frank Zappa casts Haste of the Doomed.
Frank Zappa is out of phase.
Frank Zappa casts Arcane Reconstruction.
Frank Zappa receives 207 healing.
Yvyvea the multi-hued drake breathes lightning!
Frank Zappa resists the stun!
Yvyvea the multi-hued drake hits Frank Zappa for 215 lightning damage.
Frank Zappa is wreathed in flames on the brink of death!
Talent Mudslide is ready to use.
Talent Pulverizing Auger is ready to use.
Deep Wound from Yvyvea the multi-hued drake hits Frank Zappa for 0 physical damage.
Burning from Yvyvea the multi-hued drake hits Frank Zappa for 0 fire damage.
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Haste of the Doomed is still on cooldown for 56 turns.
Frank Zappa's Rune: Acid Wave has been disrupted by anti-magic forces!
Frank Zappa casts Phase Door.
Select a target to teleport...
Select a teleport location...
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Frank Zappa wears (replacing gold quartz ring): Freezeedge =5 str=.
Talent Arcane Strike is ready to use.
Deep Wound from Yvyvea the multi-hued drake hits Frank Zappa for 36 physical damage.
Burning from Yvyvea the multi-hued drake hits Frank Zappa for 46 fire damage.
Cauterize hits Frank Zappa for 9 fire damage.
Frank Zappa the level 29 doomelf arcane blade burnt to death by cauterize on level 1 of Ruined Dungeon.